// Template, major revision 6, update for INFOMOV
// IGAD/NHTV/UU - Jacco Bikker - 2006-2016

#pragma once

#include "math.h"
#include "stdlib.h"
#include "emmintrin.h"
#include "stdio.h"
#include "windows.h"
#include "surface.h"
#include "game.h"
#include <vector>
#include "freeimage.h"
#include "threads.h"

extern "C" 
{ 
#include "glew.h" 
}
#include "gl.h"
#include "io.h"
#include <ios>
#include <iostream>
#include <fstream>
#include <stdio.h>
#include "SDL.h"
#include "SDL_syswm.h"
#include "wglext.h"
#include "fcntl.h"

using namespace Tmpl8;				// to use template classes
using namespace std;				// to use stl vectors

inline float Rand( float range ) { return ((float)rand() / RAND_MAX) * range; }
inline int IRand( int range ) { return rand() % range; }
int filesize( FILE* f );

namespace Tmpl8 {

#define PI					3.14159265358979323846264338327950f
#define INVPI				0.31830988618379067153776752674503f

#define MALLOC64(x)			_aligned_malloc(x,64)
#define FREE64(x)			_aligned_free(x)
#define PREFETCH(x)			_mm_prefetch((const char*)(x),_MM_HINT_T0)
#define PREFETCH_ONCE(x)	_mm_prefetch((const char*)(x),_MM_HINT_NTA)
#define PREFETCH_WRITE(x)	_m_prefetchw((const char*)(x))
#define loadss(mem)			_mm_load_ss((const float*const)(mem))
#define broadcastps(ps)		_mm_shuffle_ps((ps),(ps), 0)
#define broadcastss(ss)		broadcastps(loadss((ss)))

struct Timer 
{ 
	typedef long long value_type; 
	static double inv_freq; 
	value_type start; 
	Timer() : start( get() ) { init(); } 
	float elapsed() const { return (float)((get() - start) * inv_freq); } 
	static value_type get() 
	{ 
		LARGE_INTEGER c; 
		QueryPerformanceCounter( &c ); 
		return c.QuadPart; 
	} 
	static double to_time(const value_type vt) { return double(vt) * inv_freq; } 
	void reset() { start = get(); }
	static void init() 
	{ 
		LARGE_INTEGER f; 
		QueryPerformanceFrequency( &f ); 
		inv_freq = 1000./double(f.QuadPart); 
	} 
}; 

typedef unsigned int uint;
typedef unsigned char uchar;
typedef unsigned char byte;

#define BADFLOAT(x) ((*(uint*)&x & 0x7f000000) == 0x7f000000)

// vectors
class float2 // adapted from https://github.com/dcow/RayTracer
{
public:
	union { struct { float x, y; }; float cell[2]; };
	float2() {}
	float2( float v ) : x( v ), y( v ) {}
	float2( float x, float y ) : x( x ), y( y ) {}
	float2 operator - () const { return float2( -x, -y ); }
	float2 operator + ( const float2& addOperand ) const { return float2( x + addOperand.x, y + addOperand.y ); }
	float2 operator - ( const float2& operand ) const { return float2( x - operand.x, y - operand.y ); }
	float2 operator * ( const float2& operand ) const { return float2( x * operand.x, y * operand.y ); }
	float2 operator * ( float operand ) const { return float2( x * operand, y * operand ); }
	void operator -= ( const float2& a ) { x -= a.x; y -= a.y; }
	void operator += ( const float2& a ) { x += a.x; y += a.y; }
	void operator *= ( const float2& a ) { x *= a.x; y *= a.y; }
	void operator *= ( float a ) { x *= a; y *= a; }
	float& operator [] ( const int idx ) { return cell[idx]; }
	float length() { return sqrtf( x * x + y * y ); }
	float sqrLentgh() { return x * x + y * y; }
	float2 normalized() { float r = 1.0f / length(); return float2( x * r, y * r ); }
	void normalize() { float r = 1.0f / length(); x *= r; y *= r; }
	static float2 normalize( float2 v ) { return v.normalized(); }
	float dot( const float2& operand ) const { return x * operand.x + y * operand.y; }
};

class float3
{
public:
	union { struct { float x, y, z; }; float cell[3]; };
	float3() {}
	float3( float v ) : x( v ), y( v ), z( v ) {}
	float3( float x, float y, float z ) : x( x ), y( y ), z( z ) {}
	float3 operator - () const { return float3( -x, -y, -z ); }
	float3 operator + ( const float3& addOperand ) const { return float3( x + addOperand.x, y + addOperand.y, z + addOperand.z ); }
	float3 operator - ( const float3& operand ) const { return float3( x - operand.x, y - operand.y, z - operand.z ); }
	float3 operator * ( const float3& operand ) const { return float3( x * operand.x, y * operand.y, z * operand.z ); }
	void operator -= ( const float3& a ) { x -= a.x; y -= a.y; z -= a.z; }
	void operator += ( const float3& a ) { x += a.x; y += a.y; z += a.z; }
	void operator *= ( const float3& a ) { x *= a.x; y *= a.y; z *= a.z; }
	void operator *= ( const float a ) { x *= a; y *= a; z *= a; }
	float operator [] ( const uint& idx ) const { return cell[idx]; }
	float& operator [] ( const uint& idx ) { return cell[idx]; }
	float length() const { return sqrtf( x * x + y * y + z * z ); }
	float sqrLentgh() const { return x * x + y * y + z * z; }
	float3 normalized() const { float r = 1.0f / length(); return float3( x * r, y * r, z * r ); }
	void normalize() { float r = 1.0f / length(); x *= r; y *= r; z *= r; }
	static float3 normalize( const float3 v ) { return v.normalized(); }
	float3 cross( const float3& operand ) const
	{
		return float3( y * operand.z - z * operand.y, z * operand.x - x * operand.z, x * operand.y - y * operand.x );
	}
	float dot( const float3& operand ) const { return x * operand.x + y * operand.y + z * operand.z; }
};

float3 normalize( const float3& v );
float3 cross( const float3& a, const float3& b );
float dot( const float3& a, const float3& b );
float3 operator * ( const float& s, const float3& v );
float3 operator * ( const float3& v, const float& s );

class float4
{
public:
	union { struct { float x, y, z, w; }; struct { float3 xyz; float w2; }; float cell[4]; };
	float4() {}
	float4( float v ) : x( v ), y( v ), z( v ), w( v ) {}
	float4( float x, float y, float z, float w ) : x( x ), y( y ), z( z ), w( w ) {}
	float4( float3 a, float b ) : x( a.x ), y( a.y ), z( a.z ), w( b ) {}
	float4 operator - () const { return float4( -x, -y, -z, -w ); }
	float4 operator + ( const float4& addOperand ) const { return float4( x + addOperand.x, y + addOperand.y, z + addOperand.z, w + addOperand.w ); }
	float4 operator - ( const float4& operand ) const { return float4( x - operand.x, y - operand.y, z - operand.z, w - operand.w ); }
	float4 operator * ( const float4& operand ) const { return float4( x * operand.x, y * operand.y, z * operand.z, w * operand.w ); }
	float4 operator * ( float operand ) const { return float4( x * operand, y * operand, z * operand, w * operand ); }
	void operator -= ( const float4& a ) { x -= a.x; y -= a.y; z -= a.z; w -= a.w; }
	void operator += ( const float4& a ) { x += a.x; y += a.y; z += a.z; w += a.w; }
	void operator *= ( const float4& a ) { x *= a.x; y *= a.y; z *= a.z; w *= a.w; }
	void operator *= ( float a ) { x *= a; y *= a; z *= a; w *= a; }
	float& operator [] ( const int idx ) { return cell[idx]; }
	float operator [] ( const uint& idx ) const { return cell[idx]; }
	float length() { return sqrtf( x * x + y * y + z * z + w * w ); }
	float sqrLentgh() { return x * x + y * y + z * z + w * w; }
	float4 normalized() { float r = 1.0f / length(); return float4( x * r, y * r, z * r, w * r ); }
	void normalize() { float r = 1.0f / length(); x *= r; y *= r; z *= r; w *= r; }
	static float4 normalize( float4 v ) { return v.normalized(); }
	float dot( const float4& operand ) const { return x * operand.x + y * operand.y + z * operand.z + w * operand.w; }
};

class uint4
{
public:
	union { struct { uint x, y, z, w; }; uint cell[4]; };
	uint4() {}
	uint4( int v ) : x( v ), y( v ), z( v ), w( v ) {}
	uint4( int x, int y, int z, int w ) : x( x ), y( y ), z( z ), w( w ) {}
	uint4 operator + ( const uint4& addOperand ) const { return uint4( x + addOperand.x, y + addOperand.y, z + addOperand.z, w + addOperand.w ); }
	uint4 operator - ( const uint4& operand ) const { return uint4( x - operand.x, y - operand.y, z - operand.z, w - operand.w ); }
	uint4 operator * ( const uint4& operand ) const { return uint4( x * operand.x, y * operand.y, z * operand.z, w * operand.w ); }
	uint4 operator * ( uint operand ) const { return uint4( x * operand, y * operand, z * operand, w * operand ); }
	void operator -= ( const uint4& a ) { x -= a.x; y -= a.y; z -= a.z; w -= a.w; }
	void operator += ( const uint4& a ) { x += a.x; y += a.y; z += a.z; w += a.w; }
	void operator *= ( const uint4& a ) { x *= a.x; y *= a.y; z *= a.z; w *= a.w; }
	void operator *= ( uint a ) { x *= a; y *= a; z *= a; w *= a; }
	uint& operator [] ( const int idx ) { return cell[idx]; }
};

class int4
{
public:
	union { struct { int x, y, z, w; }; int cell[4]; };
	int4() {}
	int4( int v ) : x( v ), y( v ), z( v ), w( v ) {}
	int4( int x, int y, int z, int w ) : x( x ), y( y ), z( z ), w( w ) {}
	int4 operator - () const { return int4( -x, -y, -z, -w ); }
	int4 operator + ( const int4& addOperand ) const { return int4( x + addOperand.x, y + addOperand.y, z + addOperand.z, w + addOperand.w ); }
	int4 operator - ( const int4& operand ) const { return int4( x - operand.x, y - operand.y, z - operand.z, w - operand.w ); }
	int4 operator * ( const int4& operand ) const { return int4( x * operand.x, y * operand.y, z * operand.z, w * operand.w ); }
	int4 operator * ( int operand ) const { return int4( x * operand, y * operand, z * operand, w * operand ); }
	void operator -= ( const int4& a ) { x -= a.x; y -= a.y; z -= a.z; w -= a.w; }
	void operator += ( const int4& a ) { x += a.x; y += a.y; z += a.z; w += a.w; }
	void operator *= ( const int4& a ) { x *= a.x; y *= a.y; z *= a.z; w *= a.w; }
	void operator *= ( int a ) { x *= a; y *= a; z *= a; w *= a; }
	int& operator [] ( const int idx ) { return cell[idx]; }
};

class mat4
{
public:
	float cell[16];
	float& operator [] ( const int idx ) { return cell[idx]; }
	static mat4 Identity() { mat4 r; memset( r.cell, 0, 64 ); r.cell[0] = r.cell[5] = r.cell[10] = r.cell[15] = 1.0f; return r; }
	static mat4 RotateX( float a ) { mat4 r = mat4::Identity(); r.cell[5] = cosf( a ); r.cell[6] = -sinf( a ); r.cell[9] = sinf( a ); r.cell[10] = cosf( a ); return r; };
	static mat4 RotateY( float a ) { mat4 r = mat4::Identity(); r.cell[0] = cosf( a ); r.cell[2] = -sinf( a ); r.cell[8] = sinf( a ); r.cell[10] = cosf( a ); return r; };
	static mat4 RotateZ( float a ) { mat4 r = mat4::Identity(); r.cell[0] = cosf( a ); r.cell[1] = -sinf( a ); r.cell[4] = sinf( a ); r.cell[5] = cosf( a ); return r; };
	static mat4 Translate( float x, float y, float z ) { mat4 r = mat4::Identity(); r.cell[3] = x; r.cell[7] = y; r.cell[11] = z; return r; };
	void Invert()
	{
		// from MESA, via http://stackoverflow.com/questions/1148309/inverting-a-4x4-matrix
		const float inv[16] = {
			 cell[5]  * cell[10] * cell[15] - cell[5]  * cell[11] * cell[14] - cell[9]  * cell[6]  * cell[15] + 
			 cell[9]  * cell[7]  * cell[14] + cell[13] * cell[6]  * cell[11] - cell[13] * cell[7]  * cell[10],
			-cell[1]  * cell[10] * cell[15] + cell[1]  * cell[11] * cell[14] + cell[9]  * cell[2]  * cell[15] - 
			 cell[9]  * cell[3]  * cell[14] - cell[13] * cell[2]  * cell[11] + cell[13] * cell[3]  * cell[10],
			 cell[1]  * cell[6]  * cell[15] - cell[1]  * cell[7]  * cell[14] - cell[5]  * cell[2]  * cell[15] + 
			 cell[5]  * cell[3]  * cell[14] + cell[13] * cell[2]  * cell[7]  - cell[13] * cell[3]  * cell[6],
			-cell[1]  * cell[6]  * cell[11] + cell[1]  * cell[7]  * cell[10] + cell[5]  * cell[2]  * cell[11] - 
			 cell[5]  * cell[3]  * cell[10] - cell[9]  * cell[2]  * cell[7]  + cell[9]  * cell[3]  * cell[6],
			-cell[4]  * cell[10] * cell[15] + cell[4]  * cell[11] * cell[14] + cell[8]  * cell[6]  * cell[15] - 
			 cell[8]  * cell[7]  * cell[14] - cell[12] * cell[6]  * cell[11] + cell[12] * cell[7]  * cell[10],
			 cell[0]  * cell[10] * cell[15] - cell[0]  * cell[11] * cell[14] - cell[8]  * cell[2]  * cell[15] + 
			 cell[8]  * cell[3]  * cell[14] + cell[12] * cell[2]  * cell[11] - cell[12] * cell[3]  * cell[10],
			-cell[0]  * cell[6]  * cell[15] + cell[0]  * cell[7]  * cell[14] + cell[4]  * cell[2]  * cell[15] - 
			 cell[4]  * cell[3]  * cell[14] - cell[12] * cell[2]  * cell[7]  + cell[12] * cell[3]  * cell[6],
			 cell[0]  * cell[6]  * cell[11] - cell[0]  * cell[7]  * cell[10] - cell[4]  * cell[2]  * cell[11] + 
			 cell[4]  * cell[3]  * cell[10] + cell[8]  * cell[2]  * cell[7]  - cell[8]  * cell[3]  * cell[6],
			 cell[4]  * cell[9]  * cell[15] - cell[4]  * cell[11] * cell[13] - cell[8]  * cell[5]  * cell[15] + 
			 cell[8]  * cell[7]  * cell[13] + cell[12] * cell[5]  * cell[11] - cell[12] * cell[7]  * cell[9],
			-cell[0]  * cell[9]  * cell[15] + cell[0]  * cell[11] * cell[13] + cell[8]  * cell[1]  * cell[15] - 
			 cell[8]  * cell[3]  * cell[13] - cell[12] * cell[1]  * cell[11] + cell[12] * cell[3]  * cell[9],
			 cell[0]  * cell[5]  * cell[15] - cell[0]  * cell[7]  * cell[13] - cell[4]  * cell[1]  * cell[15] + 
			 cell[4]  * cell[3]  * cell[13] + cell[12] * cell[1]  * cell[7]  - cell[12] * cell[3]  * cell[5],
			-cell[0]  * cell[5]  * cell[11] + cell[0]  * cell[7]  * cell[9]  + cell[4]  * cell[1]  * cell[11] - 
			 cell[4]  * cell[3]  * cell[9]  - cell[8]  * cell[1]  * cell[7]  + cell[8]  * cell[3]  * cell[5],
			-cell[4]  * cell[9]  * cell[14] + cell[4]  * cell[10] * cell[13] + cell[8]  * cell[5]  * cell[14] - 
			 cell[8]  * cell[6]  * cell[13] - cell[12] * cell[5]  * cell[10] + cell[12] * cell[6]  * cell[9],
			 cell[0]  * cell[9]  * cell[14] - cell[0]  * cell[10] * cell[13] - cell[8]  * cell[1]  * cell[14] + 
			 cell[8]  * cell[2]  * cell[13] + cell[12] * cell[1]  * cell[10] - cell[12] * cell[2]  * cell[9],
			-cell[0]  * cell[5]  * cell[14] + cell[0]  * cell[6]  * cell[13] + cell[4]  * cell[1]  * cell[14] - 
			 cell[4]  * cell[2]  * cell[13] - cell[12] * cell[1]  * cell[6]  + cell[12] * cell[2]  * cell[5],
			 cell[0]  * cell[5]  * cell[10] - cell[0]  * cell[6]  * cell[9]  - cell[4]  * cell[1]  * cell[10] + 
			 cell[4]  * cell[2]  * cell[9]  + cell[8]  * cell[1]  * cell[6]  - cell[8]  * cell[2]  * cell[5]
		};
		const float det = cell[0] * inv[0] + cell[1] * inv[4] + cell[2] * inv[8] + cell[3] * inv[12];
		if (det != 0)
		{
			const float invdet = 1.0f / det;
			for( int i = 0; i < 16; i++ ) cell[i] = inv[i] * invdet;
		}
	}
};

mat4 operator * ( const mat4& a, const mat4& b );

}; // namespace Tmpl8